Additionally, the studio have changed the $1.4 million stretch goal as many backers thought that "RPG Elements" was vague and misleading. Now, if that target is reached, more areas will be added, such as new Groves, new floors on Citadel Station and more Cyberspace content.

Jason Fader, Project Director on System Shock, wants to reassure fans that RPG systems haven't been canned altogether and the team have some ideas in mind:

"RPG systems can imply a lot of things, so I'll go over some core concepts that we're following with the overall systems design:

Stats are boring - Instead of letting the player feel stronger with stat boosts and level identification, we’re more in favor of ability and skill depth. As the player progresses, they will get more abilities/weapons, which will take skill to master (player skill, not skill points).

Things should make sense - We want to have vending machines, but they're mainly for food/drinks that the player can get to help heal themselves or provide a slight boost to their abilities. You won't hack a vending machine to get a gun, since why would a vending machine on a space station have a gun?

Upgrades are good in moderation - Throughout the game, the player will find upgrades to their abilities and find better weapons. We're not going to get crazy with this one since the point of the game is to have fun, and not noodle around in your inventory. If something is tedious, don't expect us to do it.

Multiple ways to solve a problem - We're going to assume our players are smart and want to find creative solutions to problems/enemies. We'll provide the tools/weapons/abilities, and the player will decide how they want to solve the problem given their playstyle.

I know that isn't very detailed, but it's still early in the game’s development, and things can change. Those rules above are what we're confident in delivering,” he said.

If you're interested in helping the project reach its next stretch goal you can still back it here.

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